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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
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New Jam Suggestion.
#30054 posted by Shambler on 2018/03/05 15:31:19
For when DM4 Jam and any subsequent ones have finished:
End Map Jam.
Make a replacement End map for Quake's original rather underwhelming End map. The idea is to stick approximately to the End map's theme and to the original Quake's style, but make something more suitably climactic both in design and gameplay.
Rules:
1. Id1 only. Run in Quakespasm or whatever. No coloured lighting no fog.
2. Id1 or subtly modified Id1 textures only.
3. Map must start with dropping into the pit as per the current End.bsp, and must include Shub in some form.
4. Map should feature some form of cavern/cave system as per the current End.bsp , mixing this with other themes and structures are allowed and encouraged.
5. Map should stick to approximately the maximum level of detail in the most complex stock Quake maps. This isn't a rigid requirement but is to focus mappers on making a suitable End map that would be the finale of the Quake game, rather the mega-detailed mega-complicated 2018 epic.
6. Any other queries just stick to the fucking theme okay.
Thoughts?
Sounds Good
#30055 posted by Kinn on 2018/03/05 15:45:33
Sounds like a great way to get people to focus mostly on gameplay instead of spending 90% of the construction time wanking over brushwork :D
Well
#30056 posted by bal on 2018/03/05 15:56:46
Like the Jam Idea, but hate your rules, especially 1. (cause of coloured lighting & fog) and 5. (I want to make a mega-detailed mega-complicated 2018 not-epic.)
Sounds Like
A good plan for June 22nd.
#30058 posted by Tribal on 2018/03/05 16:40:13
@Shambler
I think you don't even remember this, but i just found these two screenshots in a really old CD-RW =D
Some crap "art" i did 17 years ago, when you closed the doors of TeamShambler reviews:
https://3.bp.blogspot.com/-L1dJ7bNfMXI/Wp1g87Hu31I/AAAAAAAALi4/8c8qZfuiK90kBeC8oHPdTGy3Je6GhLE8QCLcBGAs/s1600/shambler1.jpg
And it became the pic of the day on planetquake =D
https://2.bp.blogspot.com/-7ES0R2fTZc4/Wp1g55kbEBI/AAAAAAAALi0/OCILcwUTmWArc3VaEEieih-ivoGfwWozgCLcBGAs/s1600/planetquake1.jpg
#30059 posted by Shambler on 2018/03/05 21:03:00
@tribal
That was you?? Wow, I remember that well, it was pretty touching <3 , I think I had it as a desktop for a while after :)
@Bal
You're not invited to the Jam, what bit of "making a suitable End map" are you struggling with?? :p
#30061 posted by muk on 2018/03/06 17:22:01
imagine if Tribal was actually TriBal and we had three embodiments of Bal. Quake mapping would be pretty nuts.
Maybe If I Merge With Tribal...
#30062 posted by bal on 2018/03/06 17:51:31
We'd get QuadBal.
We Already Have TrIDaz Tho.
#30063 posted by SleepwalkR on 2018/03/06 19:15:41
@Shambler I Really Like This Idea...
It's pretty restrictive but hey why not? I can live with it. I'd reach out to Ionous if you decide to move forward with it. I think he has some upcoming plans for another jam. If I had known ahead of time dm4 jam may not have happened.
@Shambler I Really Like This Idea...
It's pretty restrictive but hey why not? I can live with it. I'd reach out to Ionous if you decide to move forward with it. I think he has some upcoming plans for another jam. If I had known ahead of time dm4 jam may not have happened.
@Shambler I Really Like This Idea...
#30068 posted by spy on 2018/03/09 03:23:16
It's pretty restrictive but hey why not? I can live with it. I'd reach out to Ionous if you decide to move forward with it. I think he has some upcoming plans for another jam. If I had known ahead of time dm4 jam may not have happened.
Damn, A Triple Post...
#30069 posted by PRITCHARD on 2018/03/09 11:20:21
Hey, wait a second!
@spy
It's the server not me!
#30071 posted by metlslime on 2018/03/09 20:44:18
it's probably happening at the browser level, it's submitting the form twice. I either need to block it on the server or disable the submit button on the client after you submit once.
#30072 posted by mankrip on 2018/03/09 21:43:04
Blocking it on the server works better, because at least the server will have received it.
Unreliable mobile networks often fails to send data, forcing the user to re-send it. I've already had problems with websites doing the "disable button" approach, thus forcing me to reload the whole page and start everything over.
Does Anybody Still Play Deathmatch?
#30073 posted by Esrael on 2018/03/10 14:11:58
I've pretty much finished a single player map (still looking for some people to playtest it though), and I'm wondering whether it's worth the trouble of making the necessary adjustments to make the map work in deathmatch. Does anybody of you still play dm, let alone on newly released maps?
I'm just frustrated, because I've spent about six hours working on dm modifications, and at some point, during my tests some func_doors/plats started glitching. I have a feeling it might have something to do with me placing simplified dm func_doors over more complicated single player doors that are killtargeted at some point, but at this moment, I can't be bothered trying to pinpoint the root of the problem.
Personally, I don't play deathmatch (although I probably would if I had family/friends here that wanted to play it too), but even if I don't play, I like to keep the possibility there on my maps, JUST in case somebody wanted to play dm. Also, I'm kind of perfectionist in that regard, feeling like the map's somehow broken/incomplete, if it can't be played on dm.
#30074 posted by negke on 2018/03/10 15:47:16
The few people who still play deathmatch stick to a very limited set of maps, so don't expect any interest from that direction. Plus single player levels are often not favorable for dm because their layout and spaces are not as tightly focused as in dedicated dm maps. In this sense, it's not worth the effort.
However, you can still put some dm stuff in if you like! I support DM in most of my maps just for the heck of it. It's a fun bonus challenge to make things work on both modes. It shouldn't break the single player part of course. As for your doors, instead of killtargeting them you should probably make them spawn only on dm in the first place (combine not_easy + not_normal + not_hard spawnflags = only dm).
I Think It Still Doesn't Work
#30075 posted by Esrael on 2018/03/10 16:27:00
Actually, I did what you suggested right from the get-go. Allow me to explain: My SP map consists of multiple partially exclusive branches, where some doors are openable only on one path and closed on the other. That's why I have this convoluted system of killtargeting the other paths' doors when the player chooses a path. It has nothing to do with killtargeting the doors for deathmatch mode. Sorry for not providing enough background.
Making this map had me learn the hard way, that you can't have other entities intersect killtargetable entities on the map file, lest you want them glitching out ingame. So on this map, instead of placing two versions of the same door (one for each path) inside each other, I had to clip the doors and make sure they didn't touch each other.
And unless I'm mistaken, the rule seems to apply even if the entities are set to spawn in mutually exclusive skill levels/deathmatch: My doors/platforms are broken because my DM doors (set to spawn only on dm) are intersecting the killtargetable SP doors (set to spawn only in sp). I haven't tested this conclusively, but based on today's fumblings of mine, that's my current hunch.
But yeah, I also do the dm adjustments for the heck of it. Maybe not because it's very fun for me, per say, but more like for the sake of completeness. I mean, the original id sp maps are playable in both modes, so unless my map's completely unsuitable for it, it should be made compatible, as well. Oh me and my stupid obsessions, right? :)
#30076 posted by negke on 2018/03/10 16:39:31
I don't see why killtargeting intersecting doors should be a problem. And definitely not across skill levels/game modes. Maybe you didn't set doors_dont_link somewhere?
Make Sure You Set "Don't Link" Spawnflag (4) On Touching Doors
#30077 posted by Qmaster on 2018/03/10 17:03:44
Dumptruck, SleepwalkR
Sounds good dumptruck! I've just got temp housing for a short time in Santa Monica, scrambling to find something else asap. I'll ping you when the dust settles.
SleepwalkR, nice to hear from you bro. I'm just over here for work. It was here or Berlin, but the wife doesn't like the cold... hah.
Sorry for the late reply!
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